Can anyone help me here? I'm working on a new collar for cats. As you can see in the pictures on smaller cats it looks fine, but on bigger or fluffier cats the bell gets squashed for some reason. The mesh is fine in Milkshape, so I'm confused.

I'm never sure where to stick posts in there, so if you could move it that'd be great, thanks. The original mesh is this one. http://blog.naver.com/sizz_tp/54200591 I just shrunk it and moved it lower.

Hi @Charity - I moved the thread to the Bodyshop Meshing section - however, it seems I don't have the permissions in here to change anything so I can't change the thread title. Do you want to do that yourself (you should be able to edit your first post)? Hope you get some help with this.

From what I've experimented with, pet accessories deform with the bone they are bound to.This thread deals with the issue when it comes up with regular sim accessories, but I'm doubtful of whether the fix for pet ones would be the same.

I'm not very observant, because I totally failed to notice that you were Crisps and Kerosene before I asked you about pet collars on tumblr. XD The problem I'm still having is that I simply replaced the mesh of your flowercat collar to see if my mesh would even show up. Now I'm at the stage where I need it to be a separate mesh and I'm not sure how to get the game to recognise the mesh as a pet collar and I'm not sure how you linked the recolour to it. If you could help with that it'd be much appreciated, thanks.

I still can't fix the not moving with the neck problem. I tried using the bone assignments from a collar that did work, but it didn't fix it. When I put on a collar I noticed that, unlike the Maxis collar, mine has the cat lowered down strangely.

If SimPE is correct, the collars are split between the "spine2", "neck0" and "Neck1", possibly with most of the weight on the neck joints. As for the comments, I'm not sure how they're set up for pets - but for human sims the line named "NumSkinWgts:" should be set to 3 if the mesh is assigned to more than one joint.

The safest is to keep it at 3 for whatever you're making. If it's at 1, only the assignment for the first joint will stick - and it is automatically set to 100, so the joint assignment doesn't blend at all.

And are you absolutely sure you've used the cat collar mesh? There's collars for both the cat and big/small dogs, so it's easy to pick the wrong one. They seem to have slightly different bone weights, and the height would obviously be different - there's fu (cat), lu (small dog), du (large dog), ku (kitten) and wu (puppy).

I double checked another collar and I did have it set to only one joint. So I set it to the same joints as the other collar and fixed the NumSkinWeights (which were on 1) and ... it still didn't work. DX It still sticks out from the cat's head when he sleeps.

Edit: Scratch that! I needed to take the collar off the cat and reapply it and now it's working! Thanks!!

The cache files save a "ghost-file" of CAS-related items for easier loading. If you've made changes to CAS meshes, recolors, morphs or anything else CAS-related, then you usually either have to delete the cache files, or re-apply the items to the sim (or in you case, the cat) before it works.

That's why I tend to delete the cache files before I play. They cause too much trouble...